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[MOD} The DEFINITIVE Road and street sign mod .[github]

PostPosted: Sun Dec 06, 2015 05:22
by tbillion
i know, most of us are off building castles in the sky but for the ones into more modern things this is THE DEFINITIVE (and maybe a tad excessive) ROAD SIGN COLLECTION!!!!!!!!

ok now that the shouting is done, all of the images are free to use the original url file is included in case you dont believe me :) included is a luagen.sh script that will (because some of us are more picky than others) regenerate the init.lua file if you decide to change the file names.

>>>>>>>>>>>>>>>>>>>>>>the file names are what determines the node names <<<<<<<<<<<<<<<<<<<<<<<<

so you change the picture name in the textures folder
run ./luagen.sh > init.lua
copy init.lua from textures folder to the roadsigns directory and bam your modules can be all pretty :)

as a side note if you only wanted a few of these signs you could:
create a new folder called roadsigns
inside that folder put a textures folder
inside that put the textures you want
put luagenmt.sh in the textures folder
run luagenmt.sh > init.lua
copy init.lua back to the new roadsigns directory and bam you have a slimmed down mod :)

me i have unified inventory so i can see al the pretty pictures, and speaking of pretty pictures lets see these 500 road signs. ;)

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this has to be the longest and fastest mod ever made... just under 28 minutes for 500 items. would have took longer and looked up one of those recursive register node functions but i dont really think anyone will use this but me any how. (sharing is caring)

TODO:
figure out alpha channels and make all unnecessary white space invisible.
come up with 500 craft recipes... currently they are all the same:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.register_craft({
   output = "X02D42",
   recipe = {
      {'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
      {'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
      {'', 'default:steel_ingot', ''},
   }
})


(had to use github for dummies over at instructables.)
https://github.com/tbillion/minetest-definitiveroadsigns.git
https://github.com/tbillion/minetest-definitiveroadsigns/archive/master.zip

Re: [MOD} The DEFINITIVE Road and street sign mod .[github]

PostPosted: Sun Dec 06, 2015 11:10
by twoelk
tbillion wrote:come up with 500 craft recipes... currently they are all the same:


design a crafting machine similar to Sokomine's coloring/spray booth or the circular saw or the cnc machine.
let the player craft a raw blank sign and put it in a machine that displays a sign library in a formspec for the player to choose from

Re: [MOD} The DEFINITIVE Road and street sign mod .[github]

PostPosted: Sun Dec 06, 2015 14:06
by Nathan.S
Agree with twoelk, a machine would be the way to go, no way five hundred recipes would be able to be remembered by a player. I also imagine that scrolling through a list of 500 signs would be slightly annoying, you might want a machine that has a search or is broken down by categories.

If you use some type of code like Unified_Inventory you should be able to show just the signs that are available so if somebody removes some from the mod they won't show in the machine. I'm guessing you'd probably have to add all the signs to a certain group so you can have the machine just show those signs, but I could be wrong on that.

Re: [MOD} The DEFINITIVE Road and street sign mod .[github]

PostPosted: Sun Dec 06, 2015 18:25
by tbillion
i really wasnt trying to give that much consideration to this mod. but i guess if i was to change it to the definitive signs mod period, thats road signs, hazard signs, construction signs then i suppose it would be worth a machine. in the package already there are signs that are blank. i suppose you could put them in a machine and the dye for the colors of the sign depending on the shape of the blank sign you would come up with the signs that have that color dye... ok let me go scout more signs, if i can find more then i will consider the machine.,

Re: [MOD} The DEFINITIVE Road and street sign mod .[github]

PostPosted: Sun Dec 06, 2015 20:53
by tbillion
currently looking to expanding this to include bilboards and signs larger than 1 box :) also making the machine for it. will be back soon needed a break from the tbm any how.

Re: [MOD} The DEFINITIVE Road and street sign mod .[github]

PostPosted: Mon Dec 07, 2015 12:34
by tbillion
well i suppose saying i would be back soon was a bit of a lie. almost 16 hours later i know know how to use blender a program that used to scare the crap out of me. started out trying to do this with voxelshop and sproxel both of which didnt score any points with me.

heres the voxelshop model
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then i worked my way through learning blender had to remake the model 6 times and reskin it 4 times. youtube eventually got me through it and i am pretey decent with it now. crazy enough to accomplish this in the end or at least my trial and eroor took Windoze Vista, XP and my debian server. sproxel and the working copy of voxelshop i found both run on windoze but my xp is 32 bit and voxel shop runs 64 so i had to use vista. and of course gimp is cool but it doesnt beat photoshop cs6 (ever)

heres the first model:
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and then i notices the cnc cutting bit was missing and though well thats an easy fix ... i went to adjust the uv unwrap and poof the whole image map was bust. so i told myself this is the last time im doing this and if im gonna do it one more time im gonna do it all the way. so now we have a skull and wrench diamond plate CNC machine to make signs. no code for it yet. but i will get to that in a while right now im gonna go make a new obj file for the TBM. now that i know how.

pix of the new CNC

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today i will tackle the best way to make a free way sign i think i will make a 2 sqaure and 4 square node box for those. and then we can have big signs, medium signs and little signs ;)